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Class record

Alchemist

Artisan / Healer

Tier
1
Difficulty
2 / 5
Main role
Artisan
Secondary role
Healer

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

None.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points in Alchemy. You also gain 5 skill points to spend in Medicine, Magic or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Researchers and chemists who try to understand what composes the world.

Tactical guidance

Playing Alchemist

Alchemist is a crafting class that can use the consumables they craft to great effect. With Light Work you can craft tons of items at the same time, though you still have to pay material costs as normal. As you go through a lot of items, being able to double what you craft in 1 point is still valuable.

Throw Potion lets you function as a healer for a party. Your healing will be fairly AP efficient, but it can be dangerous to rely on an alchemist healer as the person receiving the potion has to pay the mana cost. In a party where other people may want to use their mana for their own abilities, it may be impossible to heal as the fight drags on.

Doctor Jekyll lets you or an ally drink a potion or elixir when the combat start. In most cases this will be an elixir, allowing you to get a boost without having to spend an action on it.

Quickdraw Alchemy lets you take out an alchemy item at any time, even when it's not your turn. Most of the time this property will not come into play, as you can't use it when it's not your turn yet, but you could prepare a flask that an ally can take off your hands when it is their turn. Of course, you will most likely just want to use it to not have to spend your AP to draw them before using them yourself.

Alchemist

Class features

Abilities unlocked

Complete rules for every ability granted by Alchemist.

Key ability

The Alchemist

Class feature

Benefit 1

You gain Alchemist Core Crafting Abilities, and proficiency in 1 basic weapon.

Benefit 2

You can craft using non-advanced materials and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can use an Alchemist's Alembic as crafting tool for alchemy crafts.

Benefit 4

You craft 3 of the same Elixir, Potion, Flask, Poison or Salve when using an interlude point instead of 1. You only need to pay the listed cost once.

1 AP
Range
30ft

You throw a Potion in your hands at a willing ally unit within range. The unit may pay the mana cost (if any) to receive the effect of the Potion.

No listed cost
Range
30ft
Keywords
Encounter Start

You draw and either drink a Potion or Elixir, or throw one to a willing ally within 30ft who immediately drinks it.

Ability

Light Work

No listed cost

Only usable as the first crafting action. All material costs are doubled and all produced items are doubled. You may only use basic crafting actions for the rest of the craft. Make a crafting attempt.

Requirements

Costs 1 Crafting Dice.